Obsidian's Sequel Struggles to Attain the Summit
Bigger isn't always superior. It's a cliché, yet it's also the truest way to describe my impressions after investing five dozen hours with The Outer Worlds 2. The development team added more of everything to the follow-up to its 2019 sci-fi RPG — more humor, foes, firearms, attributes, and places, everything that matters in such adventures. And it operates excellently — at first. But the load of all those grand concepts causes the experience to falter as the game progresses.
A Strong Opening Act
The Outer Worlds 2 establishes a solid first impression. You are a member of the Terran Directorate, a do-gooder organization dedicated to curbing dishonest administrations and corporations. After some serious turmoil, you find yourself in the Arcadia system, a outpost fractured by hostilities between Auntie's Option (the product of a union between the previous title's two major companies), the Guardians (groupthink pushed to its worst logical conclusion), and the Order of the Ascendant (reminiscent of the Church, but with math in place of Jesus). There are also a series of rifts creating openings in the universe, but at this moment, you really need reach a relay station for urgent communications reasons. The challenge is that it's in the center of a battlefield, and you need to find a way to arrive.
Like its predecessor, Outer Worlds 2 is a first-person RPG with an overarching story and numerous secondary tasks distributed across different planets or regions (expansive maps with a plenty to explore, but not sandbox).
The opening region and the process of reaching that relay hub are remarkable. You've got some humorous meetings, of course, like one that involves a farmer who has fed too much sweet grains to their favorite crab. Most direct you toward something helpful, though — an surprising alternative route or some fresh information that might provide an alternate route onward.
Unforgettable Moments and Missed Chances
In one notable incident, you can find a Protectorate deserter near the overpass who's about to be eliminated. No quest is linked to it, and the exclusive means to locate it is by searching and hearing the background conversation. If you're swift and sufficiently cautious not to let him get slain, you can save him (and then rescue his deserter lover from getting killed by beasts in their lair later), but more relevant to the immediate mission is a energy cable obscured in the grass close by. If you trace it, you'll find a concealed access point to the transmission center. There's a different access point to the station's drainage system hidden away in a cavern that you could or could not detect based on when you pursue a specific companion quest. You can find an easily missable character who's key to preserving a life down the line. (And there's a plush toy who implicitly sways a group of troops to support you, if you're kind enough to protect it from a minefield.) This opening chapter is dense and exciting, and it seems like it's full of deep narrative possibilities that compensates you for your curiosity.
Waning Hopes
Outer Worlds 2 doesn't fulfill those early hopes again. The next primary region is arranged similar to a level in the first Outer Worlds or Avowed — a expansive territory scattered with notable locations and side quests. They're all narratively connected to the clash between Auntie's Option and the Ascendant Brotherhood, but they're also vignettes isolated from the main story plot-wise and spatially. Don't expect any environmental clues directing you to fresh decisions like in the opening region.
In spite of pushing you toward some tough decisions, what you do in this area's optional missions has no impact. Like, it really doesn't matter, to the extent that whether you permit atrocities or lead a group of refugees to their death leads to nothing but a passing comment or two of speech. A game isn't required to let each mission influence the narrative in some big, dramatic fashion, but if you're making me choose a side and acting as if my choice is important, I don't feel it's unreasonable to hope for something additional when it's concluded. When the game's earlier revealed that it is capable of more, any diminishment seems like a trade-off. You get more of everything like the team vowed, but at the price of depth.
Daring Concepts and Absent Drama
The game's intermediate phase attempts a comparable approach to the main setup from the opening location, but with clearly diminished style. The concept is a courageous one: an linked task that spans multiple worlds and encourages you to solicit support from various groups if you want a smoother path toward your objective. Beyond the repeat setup being a little tiresome, it's also just missing the drama that this kind of scenario should have. It's a "deal with the demon" moment. There should be difficult trade-offs. Your relationship with either faction should count beyond making them like you by completing additional missions for them. All this is lacking, because you can simply rush through on your own and complete the mission anyway. The game even takes pains to give you ways of doing this, pointing out alternative paths as secondary goals and having partners advise you where to go.
It's a consequence of a larger problem in Outer Worlds 2: the apprehension of permitting you to feel dissatisfied with your selections. It regularly overcompensates in its efforts to make sure not only that there's an different way in frequent instances, but that you realize its presence. Locked rooms almost always have several entry techniques marked, or nothing worthwhile internally if they don't. If you {can't